/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

/*!
  \class SoUnits SoUnits.h Inventor/nodes/SoUnits.h
  \brief The SoUnits class is a node for setting unit types.

  \ingroup nodes

  Even though Coin doesn't care what units you are using in your scene
  graph \e per \e se, there's an advantage to using SoUnits nodes: you
  have a way to split your scene graph into different "conceptual"
  parts.

  When encountering SoUnit nodes, the traversal actions methods makes
  sure the following geometry is scaled accordingly.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    Units {
        units METERS
    }
  \endcode
*/

// *************************************************************************

#include <Inventor/nodes/SoUnits.h>

#include <Inventor/actions/SoGetBoundingBoxAction.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/actions/SoCallbackAction.h>
#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/actions/SoGetPrimitiveCountAction.h>

#include <Inventor/elements/SoModelMatrixElement.h>
#include <Inventor/elements/SoUnitsElement.h>

#include "nodes/SoSubNodeP.h"

// *************************************************************************

/*!
  \enum SoUnits::Units

  Enumerates the available unit settings.
*/


/*!
  \var SoSFEnum SoUnits::units

  The units which will be used for nodes following this node in the
  traversal (until the next SoUnit node, if any). Default value of the
  field is SoUnits::METERS.
*/


// *************************************************************************

static const float factors[] = {
  1.0f, // METERS
  0.01f, // CENTIMETERS
  0.001f, // MILLIMETERS
  0.000001f, // MICROMETERS
  0.000001f, // MICRONS
  0.000000001f, // NANOMETERS
  0.0000000001f, // ANGSTROMS
  1000.0f, // KILOMETERS
  0.3048f, // FEET
  0.0254f, // INCHES
  3.52777737e-4f, // POINTS
  0.9144f, // YARDS
  1609.3f, // MILES
  1852.0f, // NAUTICAL
};

// *************************************************************************

SO_NODE_SOURCE(SoUnits);

/*!
  Constructor.
*/
SoUnits::SoUnits(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoUnits);

  SO_NODE_ADD_FIELD(units, (SoUnits::METERS));

  SO_NODE_DEFINE_ENUM_VALUE(Units, METERS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, CENTIMETERS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, MILLIMETERS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, MICROMETERS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, MICRONS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, NANOMETERS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, ANGSTROMS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, KILOMETERS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, FEET);
  SO_NODE_DEFINE_ENUM_VALUE(Units, INCHES);
  SO_NODE_DEFINE_ENUM_VALUE(Units, POINTS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, YARDS);
  SO_NODE_DEFINE_ENUM_VALUE(Units, MILES);
  SO_NODE_DEFINE_ENUM_VALUE(Units, NAUTICAL_MILES);
  SO_NODE_SET_SF_ENUM_TYPE(units, Units);
}

/*!
  Destructor.
*/
SoUnits::~SoUnits()
{
}

/*!
  \copybrief SoBase::initClass(void)
*/
void
SoUnits::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoUnits, SO_FROM_INVENTOR_1);

  SO_ENABLE(SoGetBoundingBoxAction, SoUnitsElement);
  SO_ENABLE(SoGetMatrixAction, SoUnitsElement);
  SO_ENABLE(SoGLRenderAction, SoUnitsElement);
  SO_ENABLE(SoPickAction, SoUnitsElement);
  SO_ENABLE(SoCallbackAction, SoUnitsElement);
  SO_ENABLE(SoGetPrimitiveCountAction, SoUnitsElement);
}

// Doc from superclass.
void
SoUnits::getBoundingBox(SoGetBoundingBoxAction * action)
{
  SoUnits::doAction((SoAction*)action);
}

// Doc from superclass.
void
SoUnits::GLRender(SoGLRenderAction * action)
{
  SoUnits::doAction((SoAction*)action);
}

// Doc from superclass.
void
SoUnits::doAction(SoAction * action)
{
  if (this->units.isIgnored()) return;
  SoState * state = action->getState();

  SoUnitsElement::Units currentunit = SoUnitsElement::get(state);

  if (currentunit != (SoUnitsElement::Units)units.getValue()) {
    SoUnitsElement::set(state,
                        (SoUnitsElement::Units)units.getValue());

    float scale = factors[units.getValue()] / factors[currentunit];
    SoModelMatrixElement::scaleBy(state, this,
                                  SbVec3f(scale, scale, scale));
  }
}

// Doc from superclass.
void
SoUnits::callback(SoCallbackAction * action)
{
  SoUnits::doAction((SoAction *)action);
}

// Doc from superclass.
void
SoUnits::getMatrix(SoGetMatrixAction * action)
{
  if (this->units.isIgnored()) return;

  SoState * state = action->getState();
  SoUnitsElement::Units currentunit = SoUnitsElement::get(state);
  if (currentunit != (SoUnitsElement::Units) this->units.getValue()) {
    SoUnitsElement::set(state,
                        (SoUnitsElement::Units)units.getValue());

    float scale = factors[(int)this->units.getValue()] / factors[(int) currentunit];
    float inv = 1.0f / scale;
    
    SbMatrix m;
    m.setScale(SbVec3f(scale, scale, scale));
    action->getMatrix().multLeft(m);
    m.setScale(SbVec3f(inv, inv, inv));
    action->getInverse().multRight(m);
  }
}

// Doc from superclass.
void
SoUnits::pick(SoPickAction * action)
{
  SoUnits::doAction((SoAction *)action);
}

// Doc from superclass.
void
SoUnits::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
  SoUnits::doAction((SoAction *)action);
}
